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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.226 by elmex, Sun Jul 30 12:51:31 2006 UTC vs.
Revision 1.247 by root, Mon Nov 20 16:41:46 2006 UTC

1http://www.vionline.com/sound.html 1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html 2http://www.stonewashed.net/2.html
3 3
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 5
612:17 <@schmorp> i do list all libs manually for pclient 6- PANGO: create upstream-patch for inclusion into pango
712:17 <@schmorp> will have to do that for gce too 7- SERVER: document ext/mapinfo and cfplus.ext
812:17 <@schmorp> remind me of it 8- SERVER: memleak like hell: probably event-related? (probably not real)
912:17 <@schmorp> qwhen i next bundle it 9- LONG-TERM: party member health etc. status (needs player list, then trivial)
10- LONG-TERM: map landmark labels
11- LONG-TERM: player on map name
10 12
11- PANGO: create upstream-patch for inclusion into pango
12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
14- SERVER: document ext/mapinfo and cfplus.ext
15- SERVER: utf8-ify client-side messages
16
17- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
18- skill book - tooltips with description (schmorp)
19- IMPORTANT: server-protocol/upgrade etc. 13- IMPORTANT: server-protocol/upgrade etc.
20- IMPORTANT: good installation instructions/problem faq. 14- IMPORTANT: good installation instructions/problem faq.
15- IMPORTANT: database creation parameters borked - fix and find upgrad epath
16- FEATURE: beside the floorbox, have a recent inventory items box
17- fix the pod referencing - L<glossary/space> does not get you anywhere.
18 * possibly look into auto-marking (wiki-style) certain key sequences.
21 19
22should be solved/investigated before 1.0 release: 20should be solved/investigated before 1.0 release:
21- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
22- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
23- when in history "mode", completer cannot access completions at all
24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
23- offer common options such as use_skill sense xxx etc. in inventory via menu? 25- offer common options such as use_skill sense xxx etc. in inventory via menu?
24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
25- buttons should support hovering visually 26- buttons should support hovering visually
26- notebooks should provide visual feedback (support from button class?) 27- notebooks should provide visual feedback (support from button class?)
27- floorbox out-of-screen after resizing (schmorp) 28- floorbox out-of-screen after resizing (schmorp)
28- identify inventory hover slowness and fix it (schmorp) 29- identify inventory hover slowness and fix it (schmorp)
29- use more graphical frames/separators to make dialogs more eye-pleasing/clean
30- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. 30- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
31- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
32- playerbook/skills should have sensible tooltips with skill descriptions 31- playerbook/skills should have sensible tooltips with skill descriptions
33- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) 32- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
34- NPC dialog box should have close button which finishes the dialog
35- mapmap (overview) - scroll visible area by clicking/dragging 33- mapmap (overview) - scroll visible area by clicking/dragging
36- binding window and editor layout broken for long recordings => use scroller 34- binding window and editor layout broken for long recordings => use scroller
37- maybe open the help viewer on the first start, or a simple dialog that 35- maybe open the help viewer on the first start, or a simple dialog that
38 initially lists keybidings for gcfclient converts. 36 initially lists keybidings for gcfclient converts.
39- maybe support mb4/mb5 on selected widgets to facilitate scrolling
40 (inventory, spell list, messge log...) => marc
41- maybe the top fancyframe border should be larger (for close button and title to be more visible?) 37- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
42- but fullscreen => minimize (alt-esc) => no way to go back [windows]
43- spell list => scroll down => "Pickup" => scrollbar not updated
44- what happened to the dialog being shown when modifiers are pressed, showing 38- what happened to the dialog being shown when modifiers are pressed, showing
45 keybindings for this modifier? 39 keybindings for this modifier?
46- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
47 40
48post-1.0: 41post-1.0:
49- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
50 (after starting, press quit) 43 (after starting, press quit)
51- currently the font texture cache leaks "memory" (see texcache.c:tc_put) 44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
60- sliders do not change size after reconfigure. 53- sliders do not change size after reconfigure.
61- enter runmode when cursor-key repeats (maybe not?) 54- enter runmode when cursor-key repeats (maybe not?)
62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
63- performance: use texture collections for upstream server data instead if gobs 56- performance: use texture collections for upstream server data instead if gobs
64 of small textures. 57 of small textures.
58- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
65 59
66TEMPORARY SERVER TODO: 60TEMPORARY SERVER TODO:
67- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 61- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
68- palyer peaceful setting should be independen of game peaceful setting 62- palyer peaceful setting should be independen of game peaceful setting
69 (i.e. one should be able to become hostile against guards but still 63 (i.e. one should be able to become hostile against guards but still
70 be peaceful - the palyer peaceful would be toggled by priests and shown 64 be peaceful - the palyer peaceful would be toggled by priests and shown
71 in who, the game peaceful steting would be toggled by the peaceful command 65 in who, the game peaceful steting would be toggled by the peaceful command
72 but not otherwise shown). 66 but not otherwise shown).
73- pippij wants playerstealing to work between hostile players
74- attempt_jump tries to kick jumped-into monster,s but doesn't work 67- attempt_jump tries to kick jumped-into monster,s but doesn't work
75- 1) If you hide, and someone can see you trying to hide, you'll get a 68- 1) If you hide, and someone can see you trying to hide, you'll get a
76 message, even when you can't see that other person. 69 message, even when you can't see that other person.
77- 2) hiding exp is always 1, independant of how difficult it is to hide 70- 2) hiding exp is always 1, independant of how difficult it is to hide
78- 3) jumping into monsters does no damage, even though it's supposed to 71- 3) jumping into monsters does no damage, even though it's supposed to
98 glEnd; 91 glEnd;
99 glDisable GL_BLEND; 92 glDisable GL_BLEND;
100 glDisable GL_TEXTURE_2D; 93 glDisable GL_TEXTURE_2D;
101 } 94 }
102 95
103set_face 4783 => 70
104libpng warning: Ignoring gAMA chunk with gamma=0
105allocating id 71
106OK
107set_face 4782 => 71
108libpng warning: Ignoring gAMA chunk with gamma=0
109allocating id 72
110OK
111set_face 4781 => 72
112libpng warning: Ignoring gAMA chunk with gamma=0
113allocating id 73
114OK
115set_face 4784 => 73
116libpng warning: Ignoring gAMA chunk with gamma=0
117
118 To achieve a more complete blending, you can have your drawing engine rasterize each transparent object more than once, altering in each pass the blending mode, object alpha channel, and buffer write masks. The first pass should perform RGB blending. Accordingly, you should disable writing any alpha channel or z buffer data during this pass. 96 To achieve a more complete blending, you can have your drawing engine rasterize each transparent object more than once, altering in each pass the blending mode, object alpha channel, and buffer write masks. The first pass should perform RGB blending. Accordingly, you should disable writing any alpha channel or z buffer data during this pass.
119 /*first pass*/ 97 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 98 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/ 99 glDepthMask(FALSE); /*disable Z buffer*/
122 if (premultpliedTransparency) 100 if (premultpliedTransparency)

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